Half-Life

Style

Scheme

Gun Game

Weapons

Each weapon's numbers and changes.

Boom Box in the player's hands

Boom Box

Medium

Always playing, and the track decides both fire modes. R flips the tape to the next track. Shots on the beat build a streak, and the streak is the damage.

Taken off a Sector C guard who played his tapes on the night shift. He asked for it back and got a written warning.

How to use it

Everyone hears you. Stay on the beat: the streak is the damage, and one shot off it starts you over. R flips the tape to the next track.

Fire modes

Primary, Bass Drop

Damage
3 off the beat, 8 to 120 on it
Hits
everyone in range 420
Headshot
none
Rate
0.65 s
Hurts you
no
Effects
a cone 28 degrees either side that shoves
Through armor
no

Secondary, Bass Drop

Damage
0
Hits
everyone within 200 to 800
Headshot
none
Rate
8 s
Hurts you
no
Effects
throws them away, and you run at 360 to 650 for 1 to 5 s
Through armor
no

Primary, Rave

Damage
1 off, 3 to 40 on
Hits
1
Headshot
x2
Rate
0.2 s
Hurts you
no
Effects
sound bolts
Through armor
no

Secondary, Rave

Damage
0
Headshot
none
Rate
6 s
Hurts you
no
Effects
a dash along the aim, 500 to 1800, then you run at 360 to 650 for 0.5 to 3 s
Through armor
no

Primary, Slow Jam

Damage
3 off, 10 to 130 on
Hits
1
Headshot
x2
Rate
1.3 s
Hurts you
no
Effects
a hitscan note, range 3000; 2 streak a beat
Through armor
no

Secondary, Slow Jam

Damage
0
Hits
everyone in view within 200 to 900
Headshot
none
Rate
8 s
Hurts you
no
Effects
frost 0.3 to 1.2, frozen solid past 1
Through armor
no

Primary, Jungle

Damage
kick 2 off, 6 to 50 on; snare 2 off, 8 to 60 on
Hits
a cone, or 1
Headshot
x2 on a snare
Rate
0.24 s
Hurts you
no
Effects
a break: kick, snare, kick, snare, snare. Every 4th of the streak fires 3 more snares at half
Through armor
no

Secondary, Jungle

Damage
3 to 110 where you left
Hits
everyone in reach
Headshot
none
Rate
8 s
Splash
radius 120 to 420
Hurts you
no
Effects
rewind: back where you were 0.5 to 5 s ago, and the track starts over
Through armor
no

Changelog

  • The Boom Box is a 3-kill weapon.
  • The Boom Box no longer crashes your game when its music stops.
  • The music of the Boom Box and Guitar follows its player, so it no longer fades as you walk away.
  • Boom Box tracks rebuilt. Bass Drop hits for 30, 90 on the beat, and its secondary is a harmless push with a speed boost. Rave has a combo on the beat and a dash. Slow Jam fires one big hitscan note and its secondary is a slow field.
  • Jungle Drums replaces Klaxon on the Boom Box: a kick and snare break that rolls on the beat, and a DJ rewind.
  • The Boom Box runs on tape: 100 a side, each shot costs tape by track, and R flips the cassette to the next track.
  • Boom Box and Trumpet hits on the beat build a streak up to 10, and the streak sets the damage, from a tickle to a kill in one to three shots. A beat bar fills to each beat, and the beat window is 0.13 s.
  • New weapon: Boom Box. A track always plays, and the track decides both fire modes. The music is Half-Life's own.